Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

ShipScripter issues, tips n tricks

Here you can find news, get help and comment about the ?WTS-World Mod? for Freelancer

Post Thu Apr 22, 2004 10:47 am

ShipScripter issues, tips n tricks

hi Lancers,

here you'll find answers about this tool. Feel free to ask if questions are open after reading and/or using the tool.

issues, bugs and tips n tricks in ShipScripter

With V-1-2-1 i oversaw a little thing in code, this will cause the wrong setting for Docking Light Red and Docking Light Red Small. You could download the hotfix if you click here. Extract the content of the zip-archive into the ShipScripter's install directory an overwrite it.


well cause i'm in Qualitymanagment and Systemtest we define here some things about Issue Reports and Priority.
Issue reports - write them as good described as possible with the problem what occurs, not only Doens't work

Issue prioritys set as
Prio 1 = no way to use the program - will be fixed as soon as possible
Prio 2 = program is useable with that issue cause workarround exists or is known how to - will be fixed with next minor relase
Prio 3 = some design things, better usability issues, programm enhancements and making it more uninvolved user friendly - will be fixed when i´m willing to do that.

Edited by - Crabtree on 4/23/2004 2:49:41 AM

Edited by - Crabtree on 5/13/2004 12:12:48 PM

Post Thu Apr 22, 2004 10:46 pm

ISSUES

# 1 / Prio 3 - shiparch tab, big window and scrolling, - accepted

# 2 / shiparch tab, no < /script> at the end is not accepted cause it is set after filling out the part in the goods.ini tab and click then on the Ready button. Remember if you script a ship you have to make changes in diffrent files.

# 3 / Prio 2 - infocard tab, 'runtime error 75' by clicking cancel after Load existing, - accepted.

Edited by - Crabtree on 4/23/2004 2:47:22 AM

Post Fri Apr 23, 2004 6:15 pm

I AM MAD WELL NOT MAD SAD I MESST UP AND MAD MY UBER SHIELD ON MY ADMIN CHAR ONLY LIKE 6K ((((((((((((((((((((((((

Post Sat Apr 24, 2004 9:03 pm

Crabtree. I'm getting an error when i try to activate the mod in FLMM...i copied it from the log window.

Error: Unable to find dest 'marketgood = lf_package, 1, -1, 1, 1, 0, 1, 1' in 'F:\Games\Freelancer\DATA\Equipment\market_ships.ini'

I went and visually checked to make sure that was there, and it was. Just like it's printed there, NO CHANGES. So my ship mod won't activate.

Hope you can help.

Baene

Post Sun Apr 25, 2004 1:11 am

@Baene - looks like you have an corrupted market_misc.ini file, plz use FLSDK to make a clean FL. click here


i´ll be back soon

Post Sun Apr 25, 2004 8:17 am

Sorry, i guess i should have anticipated that reply, i did in fact put new files there from the SDK, and still have the problem

I'll try making the mod again, and see if maybe the mod got corrupted somehow...

Thanks for the reply, crabtree

Baene

Post Sun Apr 25, 2004 10:45 am

Ok, i got my problem solved, NOW it seems the problem is that your script puts me in Omicron Major. Nothing there, and i can't get out it seems. Ummm why?

Baene

Post Sun Apr 25, 2004 10:39 pm

@Baene - plz send me yours script, like to have a look on it. Cause what you're describe can't be.

Post Fri Apr 30, 2004 5:04 am

HIYAS!
Well, im havin a prob with the shipscripter mod. I cant find the other things you need, i mean iv got shipscripter, and flmm but i cant find the other ones . Also, when i go to save my script, it saves, but i cant load it again after. And i cant understand the turtorial very well, u c i need alot of simple things, cause im new to this sorta thing.
Thanx
Kontares

Post Fri May 07, 2004 10:39 pm

Ok, found a problem with 1.2 shipscripter. I made a script, which i then just copied and pasted into shiparch.ini...It was missing ALL the data on the handling of the ship for some reason...So i did another one, and SAME thing...no handling info. I ended up having to copy from another ship and paste it manually into shiparch...Is this a known bug?

EDIT : here is the stuff it left out 6 straight times, while making a ship with shipscripter...

linear_drag = 1.000000
mass = 100.000000
steering_torque = 18000.000000, 18000.000000, 58000.000000
angular_drag = 15000.000000, 15000.000000, 35000.000000
rotation_inertia = 2800.000000, 2800.000000, 1000.000000
nudge_force = 30000.000000
strafe_force = 20000

It put NONE of the above into the script...

AWESOME AWESOME AWESOME tool, though, and this is only a minor inconvenience!

i hope this helps!

Baene

Edited by - baene on 5/7/2004 11:43:42 PM

Post Mon May 10, 2004 5:29 pm

hi Baene,

so you did work only half way, if you would have read the tutorial r8 you would have seen that this is described in CHAPTER 4.3 in RED COLORED LETTERS - the steering is 1st set when chosen an engine in the good.ini tab. Can't say it ever and ever again ---> READ THE ****ING MANUAL !!!!!!!!!!!!!!!!!!

Think i should block the copy and paste option till ppl aren't realy ready with the needed parts or make it with a button eeeeh.

i´ll be back soon

Edited by - Crabtree on 5/10/2004 8:39:24 PM

Post Tue May 11, 2004 8:27 pm

You know, i didn't expect such a crass answer to an honest post. No need to be mean about things. If it's in the manual, then i'm sorry. I read the manual twice, then decided NOT to use the tool, because doing multiple ships wasn't implemented, then when you sent me that email about how i could copy and paste, i re-installed it, and am using all the time. I love the tool, but i think you should cool the hell off some before writing replies.

So finally, not everyone really needs to do the goods.ini with the program, it's so simple to do, i have a text file with a "template" that i copy and paste in once the shiparch is done, so i never really bothered with the goods.ini tab, as it was more work for me to use the tab. Which is why i didn't know that you add in the steering when you add an engine.

Still, it's a wonderful tool, and a good idea. Well done.

Baene



Edited by - baene on 5/11/2004 11:46:25 PM

Post Tue May 11, 2004 10:46 pm

Oh, hey Crabtree, what's the german word for Dark please? I'm very curious.

or Dark Horse?

Thanks

Baene

Post Wed May 12, 2004 2:05 am

Hello, mad sounding mod...one big prob though, uhhh, this is kinda hard to explain

I got the part about making the needed subfolders, but....ok, this is what u said in the tutorial located under section 2.2:

"if you are not sure about where the whole stuff should be located like
-*3db. icon file
-mymod coclpit.ini
-mymod.cmp
-mymod.mat
-mymod.sur

Just create it shown like the pic below and put all your stuff in it"

where do i get those mymod files from? u kinda left out how to create them

Post Wed May 12, 2004 10:20 am

hi hexus,

mymod as name is just synonym for some other name like ge2_fighter.cmp or something else. Its meant as an example so go to the shipsfolder of yours Freelancer game and check the folders there. For the *.3db files check the equipment folders subfolder so you'll find lots of thus files. It could be that you have to make the fileextensions viewable under Windows, for that search in Windows help.

i´ll be back soon

Return to Crabtree Cooperations Network